I think you can figure out this easily by yourself, tho you can read the winning condition if you want to, it doesn't just say ... won, but if you can't (or just wanna read it etc...), the first turn is the 'bomb' 's turn which will just replace a tile by a 'bomb' (marked with a x) and it'll explode (I mean all the parts around it will become broken, which means that instead of taking the part you'll repair it instead (aka it'll become a normal/clear tile) when you click on it and it's the 'player' 's turn (I didn't really knew how to name it) else it'll transform into a bomb too), when it's the 'player' 's turn (like I said if you didn't read the other one, I didn't really found a fitting name), if you click on a normal/clear tile it'll take it (marked by a o), meaning the 'bomb' won't be able to take it instead/put a bomb on it, it'll be only able to explode it, but you can also protect tiles by clicking on one you took (marked by a □), a protected tile will not directly get removed if the bomb's explosion hits it, but will become a 'broken protection' tile which will become a normal 'taken' tile the next round, the 'broken protection' tile is like a normal 'taken' tile, but can't be protect, or like I said, clicking on a 'broken' tile will repair it (△ was used to say it, now it just straight up repairs it). Also the bomb is able to replace 'broken' tiles because I didn't manage it to only be able to replace broken tiles when there's no more clear/normal tiles left. The first tile the 'player' will take will be protected (this can be changed by changing a variable which is by default 1), for the 'bomb' to win, the 'player' needs to have no tiles anymore (and after the first tile placed obviously), for the 'player' 's to win there need to be still a 'taken' tile left when the 'bomb' won't be able to place any more bombs, but like I said, there's no automatic system for that.
#games Note: I didn't made an AI (yet at least) so it's a 2p game for now.